
sampler TextureSampler : register(s0); //!< The texture

// TODO: add effect parameters here.

float4 PixelShaderFunction(float2 TexCoords : TEXCOORD0, float4 Color : COLOR0) : COLOR0
{
	float4 dest = tex2D(TextureSampler, TexCoords);
    return lerp(Color, float4(dest.rgb, 1), dest.a);
}

technique Technique1
{
    pass Pass1
    {
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }
}
